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Drop weight Limit.


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#1 Blackfire1

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Posted 10 June 2012 - 08:50 PM

Did anyone see the devs at E3 talk about drop weight limit and how it will pertain to mercs vs house matchs?

#2 Woodstock

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Posted 10 June 2012 - 09:15 PM

They have not commented yet on the matchmaking system

well not beyond the idea that it will include a system based on BC, tonnage or a mix of that.

#3 Major Tom

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Posted 10 June 2012 - 10:13 PM

They spoke briefly about BV/tonage limitations, but those wont be in at launch. Frankly with the new Role Warfare system, tonage is an antiquated concept, bigger isn't better at everything, although tech level increases will be a major hurdle for balancing matches.

#4 Alareth

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Posted 10 June 2012 - 10:27 PM

I posit maximum tonnage of 100 tons per mech ...

#5 FactorlanP

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Posted 10 June 2012 - 10:40 PM

View PostAlareth, on 10 June 2012 - 10:27 PM, said:

I posit maximum tonnage of 100 tons per mech ...


I see what you did there!

#6 Davers

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Posted 10 June 2012 - 10:48 PM

View PostGarth Erlam, on 10 May 2012 - 09:47 AM, said:

Skirmish: Raven, Jenner, Cicada, Dragon
Anvil: 2x Hunchback, Centurion, Atlas
Hammer: 2x Awesome, 2X Catapult

Raven tags targets, Jenners and Cicadas play with their food while the Dragon pelts from behind, prevents flanks. Anvil Lance moves in line-abrest, preventing 'Mechs from engaging the rear of Skirmish. Hammer Lance (Catas) take on marked targets, Awesome's take out flankers and entrenched enemies.

Option 2:
Skirmish: 2x Commando, 2x Jenner
Anvil: 2x Hunchback, 2x Catapult K2
Hammer: 2x Centurion, 2x Dragon

Skirmish forces the enemy to engage, and pulls them off to the side as much as possible. Jenners flank behind to pick off rear armour while Commandos shred off armour with their missile salvos. Anvil Hunchbacks block for the Catapult K2's, forcing any 'Mechs chasing Skirmish Lance to seek cover. While this is happening the Dragons of Hammer circle behind the enemy, joining the Jenners in rear-armour melting from afar, while the Centurions move in to clean up.

The key to this option is speed and encirclement - Skirmishers force the engagement on the left, Anvil prevents forward movement, Hammer completes the circle and eliminates any remaining 'Mechs. Matches move very fast with this option, often catching the enemy off-guard as they are advancing.


Found this on a 'What's the best lance you can make with the currently known mech' thread.

Option 1 has a total weight of 710 tons, with the largest lance being 290 tons. Whether these numbers actually mean anything in game, or just speculation is another thing.

#7 Strisk

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Posted 10 June 2012 - 10:50 PM

I'm not for or against drop weight limits, if there are no limits then we will take the best mech we have for whatever job we're doing. If we have the limits then we will do the same thing, but as a team we will also relay/work on the tonnage as well.

#8 Major Tom

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Posted 10 June 2012 - 10:52 PM

View PostDavers, on 10 June 2012 - 10:48 PM, said:

Found this on a 'What's the best lance you can make with the currently known mech' thread.
Option 1 has a total weight of 710 tons, with the largest lance being 290 tons. Whether these numbers actually mean anything in game, or just speculation is another thing.


I would like to point out, that unless you have 11 other buddies online at the same time, you are going to get a company of random mechs, and even if you do have 11 friends you could have 11 opinions on the perfect company/mechs.

#9 Davers

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Posted 10 June 2012 - 11:01 PM

View PostMajor Tom, on 10 June 2012 - 10:52 PM, said:


I would like to point out, that unless you have 11 other buddies online at the same time, you are going to get a company of random mechs, and even if you do have 11 friends you could have 11 opinions on the perfect company/mechs.


I was only quoting it because it seems to imply that there was at least 290 tons in one of the lances and this was a discussion of drop weight.

#10 Blackfire1

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Posted 10 June 2012 - 11:15 PM

View PostMajor Tom, on 10 June 2012 - 10:13 PM, said:

They spoke briefly about BV/tonage limitations, but those wont be in at launch. Frankly with the new Role Warfare system, tonage is an antiquated concept, bigger isn't better at everything, although tech level increases will be a major hurdle for balancing matches.


This was my general idea of concern. As advance tech is added, how will a restriction be applied. Outside of a per use degrade for clan tech. Which in the end is the most widely accepted idea. What would keep a lance of 12 heavy/assault mech circling the waggons against 12 lights?

#11 UncleKulikov

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Posted 10 June 2012 - 11:20 PM

If role warfare is really as good as the devs say, then BV would be the only necessary limit.

#12 Davers

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Posted 10 June 2012 - 11:21 PM

View PostBlackfire1, on 10 June 2012 - 11:15 PM, said:


This was my general idea of concern. As advance tech is added, how will a restriction be applied. Outside of a per use degrade for clan tech. Which in the end is the most widely accepted idea. What would keep a lance of 12 heavy/assault mech circling the waggons against 12 lights?

Why would 12 lights all decide to drop together?

#13 Strisk

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Posted 10 June 2012 - 11:22 PM

View PostBlackfire1, on 10 June 2012 - 11:15 PM, said:


This was my general idea of concern. As advance tech is added, how will a restriction be applied. Outside of a per use degrade for clan tech. Which in the end is the most widely accepted idea. What would keep a lance of 12 heavy/assault mech circling the waggons against 12 lights?

Nothing? Why do you need such a system? Nobody is going to force you to bring lights against heavies/assaults.

#14 SweetJackal

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Posted 10 June 2012 - 11:29 PM

View PostBlackfire1, on 10 June 2012 - 11:15 PM, said:


This was my general idea of concern. As advance tech is added, how will a restriction be applied. Outside of a per use degrade for clan tech. Which in the end is the most widely accepted idea. What would keep a lance of 12 heavy/assault mech circling the waggons against 12 lights?

Clan tech isn't a balance hurdle at launch, thank god. Though it's may be troublesome in reality it really depends on how it is handled. If you cannot get Clan Tech without joining the Clans and if the Clans have their hands tied by playing by Clan rules with strict punishments then it might be balanced.

Problem is when you mix Clan Tech and IS tech in the same boat, treat them the same and yet have them keeping to the idea behind the lore as Clan tech being better you completely disbalance the game. You put in options that are clearly superior in every way and when you've been building the game by sidegrades and trade-offs it throws everything out of whack.

Honestly, I wouldn't miss Clan Tech if players never got their hands on it. I wouldn't be hurt if they found a way to make Clan Tech be different instead of superior. But the only real way to truly balance Invasion Era Clan Tech is to have it face off solely against Clan Tech.

That said, Invasion Era Clan Tech doesn't do hokey things to the game like the tech that emerged after the Invasion. So Clan Tech Only matches would still be fun and not completely insane.


View PostUncleKulikov, on 10 June 2012 - 11:20 PM, said:

If role warfare is really as good as the devs say, then BV would be the only necessary limit.

BV is outdated as well, as it is a concept built upon a bigger tonnage being better. All BV does is acknowledge that all tonnes are not created equal, that one 100 tonner isn't the same as another.

Edited by SuckyJack, 10 June 2012 - 11:32 PM.






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